qzdoom/src/swrenderer/line/r_renderdrawsegment.h
Magnus Norddahl 2589447d0e - fixed midtex nowrap clipping bug when 3d floors are in view
- made sure no code uses sclipTop or sclipBottom as a working variable
2018-03-09 01:30:47 +01:00

63 lines
2.1 KiB
C++

//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1999-2016 Randy Heit
// Copyright 2016 Magnus Norddahl
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
//
#pragma once
#include "swrenderer/segments/r_drawsegment.h"
namespace swrenderer
{
class RenderThread;
class RenderDrawSegment
{
public:
RenderDrawSegment(RenderThread *thread);
void Render(DrawSegment *ds, int x1, int x2, Fake3DTranslucent clip3DFloor);
RenderThread *Thread = nullptr;
private:
bool RenderWall(DrawSegment *ds, int x1, int x2, WallDrawerArgs &walldrawerargs, SpriteDrawerArgs &columndrawerargs, bool visible, FDynamicColormap *basecolormap, int wallshade);
void ClipMidtex(int x1, int x2);
void RenderFakeWall(DrawSegment *ds, int x1, int x2, F3DFloor *rover, int wallshade, FDynamicColormap *basecolormap, double clipTop, double clipBottom);
void RenderFakeWallRange(DrawSegment *ds, int x1, int x2, int wallshade);
void GetMaskedWallTopBottom(DrawSegment *ds, double &top, double &bot);
sector_t *frontsector = nullptr;
sector_t *backsector = nullptr;
seg_t *curline = nullptr;
Fake3DTranslucent m3DFloor;
FWallCoords WallC;
FWallTmapVals WallT;
float rw_light = 0.0f;
float rw_lightstep = 0.0f;
fixed_t rw_offset = 0;
FTexture *rw_pic = nullptr;
ProjectedWallLine wallupper;
ProjectedWallLine walllower;
};
}